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Paintball Soldiers for Life!

Paintball Soldiers Present:

THE WALKING DEAD
Survive or Die 2016
August 5, 2017

Updated 7/08/17

Subject to Change

Gameplay summary:

There are 3 teams: Rick, Negan, and the “Walkers”. Rick and Negan’s team will each have a fort that they must defend from each other and the Walkers. Each team also has supplies that they will need to collect throughout the game to score points. Each human team can also interact and barter with the role players.

The Walker’s job is simple: Kill as many humans as they can. However, at any time the humans can team up on the Walkers to kick their ass. Which team has what it takes to survive?

4:00pm – Tanks off the field. Game stops. Reset for final battle. Check Supply Dump

4:30pm – Final Battle. Rick vs Negan vs Walkers

5:00pm – Game over

6:00pm – Raffle, awards

General Field information

Unless specifically mentioned in these rules, assume the normal field rules at Command Decisions apply.

This is a Field paint only event. We will have a special color just for this game!! Don’t bring old paint please. Only the designated color will count as hits (First strikes will also count). Infinity and Graffiti are available for purchase at the field store starting on Friday before the game. To ensure you get enough paint, preordering is encouraged.

First strikes are allowed at this event and may be purchased at the field, or preordered with registration. There will be a First Strike bonus during the game, just like last year.

Game Details:

Survival Race night game (Walker tag) – Friday night

No masks or guns. Safety glasses recommended. Try not to go deep in the woods and don’t fall in the creek.

Each player wears a glow stick representing their team color.

The number of walkers will equal the total amount of human players. e.g. 10 Rick + 10 Negan = 20 walkers.

30 minute time limit

Both humans teams will start at Bravo, and will start with the same amount of humans on each side

The Walkers will start in Rex

Human objective is to get from Bravo to the flag at Sim before the time limit is up. 30 min time limit

First player to reach the flag in Sim scores points for their team.

Each player that makes it to the flag at Sim before the time limit is up will score points for their team.

Walkers objective is to chase down the humans and tag them

Once the human has been tagged by the Walkers the human is out and must leave the field

No respawns

Game Beginning –

At the beginning of the game, there will be a small 15 minute battle in Rex. This to simulate when Negan and Lucille go to work on Rick’s team members.

Rick and Negan’s team will start from a designated area with 5 players on each side. No walkers in the beginning battle.

First side to get into Rex to pick up Lucille and smash the watermelon wins. Must be done before the time limit is up.

No respawns.

No Walkers

No rockets

Bunker tags allowed.

Missions for Rick’s team: See base ref for missions and details.

TBD – Before Lunch

TBD – Before Lunch

TBD – After Lunch

TBD – After Lunch

Missions for Negan: See base ref for missions and details.

TBD – Before Lunch

TBD – Before Lunch

TBD – After Lunch

TBD – After Lunch

Lunch – The game will stop for lunch long enough to reset the field. See the game schedule for times.

Final Battle – More ways to score points

The game will stop to reset for the final battle.

There will be two (2) parts to the final battle

First Part –

Sasha will be in a casket beside the flag station in Rex.

Rick or his XO will have to go in and have to save her and bring her back to Sim.

Negan or his XO will have to get in and kill her. Shoot her anywhere on her body.

First one to complete this before the time limit is up will score the points.

If either General or XO dose not complete, no points will be scored.

Second Part

There will be game props scattered between the God bunker and the PBS bunker. This means some in and around Rex as well.

These props will be worth points.

Once a player gets a prop they can take it back to the final battle respawn for the humans. It will be a trash can, put the props in or beside it to score points at the end.

Props cannot be stolen once they are in or beside the trash can

Walkers as always cannot touch any props

Respawns for the final battle

Ricks side will start at the road on Sim. There will be a trash can that they will have to touch to respawn. They will also return props they collect to it as well.

Negan side will start at the bottom of Bravo, There will be a trash can that they will have to touch to respawn. They will also return props they collect to it as well.

Walkers will start in Rex, their respawn will be at Alpha. They can respawn as many times up till the last 15min of the battle. After the first 15min. is up, they can no longer respawn. If they get killed after that they are done for the final battle and cannot come back onto the field.

Head shots only for walkers.

Game Rules:

Rick’s team – Blue team

For those not in the beginning battle, Rick’s team starts at Apache. They must fight their way to Sim City starting at Game-on (10:15 after the first mini battle is over)

Rick’s main entry point will be the NATO entry point and their Dead Zones (DZ) will be DZ4 (NATO entry) and DZ3 (Chem Plant). They can also use the “open” DZ 5.

Rick’s team must defend their home fort, Sim City (Alexandria), from Negan’s team and the Walkers. They will also have to venture out in the woods to collect supplies. Supply locations are indicated on the map. When found, their supplies must be stored in the supply dump in the home fort to score points. Supply dump checks will be done at various times during the day. No props come off the field and no props in tanks.

Rick’s team will also have trophies that they must find and keep in their supply dump in their home fort for the whole day to score points. Supply dump checks will be done at various times during the day. All supplies and trophies in the supply dump will be counted for points each time it is checked. The last check will be right before the final battle starts. Rick gets one Paintball Tank for protection. They will be allowed 2 AT personnel.

Team Negan – Green team

For those not in the beginning battle, Negan’s team starts at DZ 2. They must fight their way to Bravo starting at Game-on (10:15 after the first mini battle is over)

Negan’s team main entry point will be the Warsaw entry point and their Dead Zones (DZ) will be DZ8 (Warsaw entry) and DZ2 (Duckett). They can also respawn at the “open” DZ5.

Negan’s home fort is in Bravo. They must defend it from Rick and the Walkers. They will also have to venture out in the woods to collect supplies. Supply locations are indicated on the map. When found, their supplies must be stored in the supply dump in the home fort to score points. Supply dump checks will be done at various times during the day. No props come off the field and no props in tanks.

Negan’s team will also have trophies that they must find and keep in their supply dump in their home fort for the whole day to score points. Supply dump checks will be done at various times during the day. All supplies and trophies in the supply dump will be counted for points each time it is checked. The last check will be right before the final battle starts. Negan gets one Paintball Tank for protection. They will be allowed 2 AT personnel.

Walkers – Red team

Walkers start the game in Alpha and try to prevent Negan and Rick from getting to their home forts at the beginning of the game.

Since they don’t have a fort to defend or supplies to collect, once the game starts, they will attack both human teams and try to take over their forts(s) (just to flip the flag).

The Walker Dead Zones (DZ) are DZ 7 (Hamburger), a respawn point at Chicken Hawk, and the “open” DZ 5. They can also respawn point off the field at the tank entry point for Warsaw by the Producer’s tables. This re-entry will be controlled by a referee and players are alive as soon as they enter. If they are not entering here, they must dead man walk to their respawn point or one of their DZs. They can enter at any other entry point, making sure to leave their barrel sleeve on and hold their gun up until they get to a DZ or respawn point.

The walkers can shoot members of either team; however, they don’t score points and cannot win the game.

Walkers don’t get a Paintball Tank, and they don’t get AT.

Role Players – New to the game this year!

Morgan – same rules for him as the past – Kill with shot to the helmet, but bonus points if he is killed with a First Strike to the LENS. You need to get the card from him if you do this.

Winslow will be a walker that cannot be killed. He will come on a time limit. He will not have AT. Nothing can kill him so don’t even try to shoot. Just run!!

The Walker Horde will be back this year. It cannot be killed, and will not have an AT. It will be on a time limit.

The Walker Bomb will be back. DON’T SHOOT THE BOX TRUCK!!!!

To kill a walker:

Walkers can only be killed by a head shot. Gun hits do not count. No other shot counts. Humans can bunker tag and surrender walkers, just to keep the game safe. Try not to overshoot them.

To kill a Human:

Any shot is a kill except gun hits. Gun hits do not count. Bunker tag and surrender rules are in effect. The walkers are armed as well!

Taking over a fort:

Walkers are the only ones allowed to take over a fort during the main game play.

The humans must just make it to their respective forts and try to keep it from the walkers for the whole day.

If the walkers take it over, they must flip the flag to red. Blue means the normal team owns the fort, and red means the walkers own it.

If the flag is flipped to red by a walker, the team loses points. If the flag is red at the end of the game, the team loses points. Refs will keep track of how many times the flag is flipped. To get the fort back, the humans must take it back and run off or kill the walkers. Only flipped flags in Bravo count against Negan. Sim City flag counts against Rick.

Opposing teams can enter the fort and steal supplies (only if the person carrying the stolen supplies is also carrying a rope)!

Food – The basic necessity of life. There will be two color coded LARGE food bags– one for the blue team and one for the green team. They can’t be emptied! They will be worth points. Additional food cans will be available for trading with the role players, but these are different from the food bags. The food bags just go to the supply dump and stay there. The food cans can be traded with role players. Don’t try to bring your own food cans..the refs will know the difference and points will be deducted. Additional food cans will respawn in the same fort at 11:00, 12:00, and 3:00. The first team there gets it. The Food Bags will be placed back on the field after lunch. Each team must get them again to get points.

Water – There will be two color coded LARGE water jugs – one for the blue team and one for the green team. They can’t be emptied! They will be worth points. Additional smaller water bottles will be available for trading with the role players, but these are different from the large water jugs. The large water jugs just go to the supply dump and stay there. The smaller water bottles can be traded with role players. Don’t try to bring your own water bottles..the refs will know the difference and points will be deducted. Additional water bottles will respawn in the same fort at 11:00, 12:00, and 3:00. The first team there gets it. The water jugs will be placed back on the field after lunch. Each team must get them again to get points.

Medkits – There will be two color coded medkits – one for the blue team and one for the green team. They will be worth points. Additional smaller medical bottles will be available for trading with the role players, but these are different from the large medkits. The large medical kits just go to the supply dump and stay there. The smaller medical bottles can be traded with role players. Don’t try to bring your own medical bottles..the refs will know the difference and points will be deducted. Additional medical bottles will respawn in the same fort at 11:00, 12:00, and 3:00. The first team there gets it. The Medkits will be placed back on the field after lunch. Each team must get them again to get points.

Ammo – There will be two color coded boxes of ammo – one for the blue team and one for the green team. They can’t be emptied! They will be worth points. The Ammo boxes will be placed back on the field after lunch. Each team must get them again to get points.

Gas – There will be two color coded gas cans – one for the blue team and one for the green team. They can’t be emptied! They will be worth points and are needed for tank refueling. The Gas cans will be placed back on the field after lunch. Each team must get them again to get points.

Supply rules – Human teams only

NO supplies can come off the field! Walkers never touch supplies!

Supplies cannot be put inside tanks.

The supply will be color coded for its respective team.

You do not need a rope to carry your own supplies. The rope is only for stealing supplies. See “stealing supplies and trophies” below.

Each team will have to collect all five supplies and take them back to their fort. The supplies will start out located in each of five different forts on the field, and are noted on the map. One supply for each team will be located in each of these five forts.

Once the supplies are found and brought back to the fort, they have to be kept there in the supply dump to score points. Teams cannot remove their own supplies once they are in the supply dump.

Teams cannot touch the other team’s supplies unless the supplies are inside that team’s fort supply dump. For example, Rick’s team can’t take Negan’s supplies unless the supplies are inside Bravo’s supply dump. See section on “Stealing supplies and trophies”

Supply dump checks will be done by the refs at the top of every hour. All props will be counted for points. The last check will be right before the final battle starts.

Stealing supplies and trophies

Each human team is trying to steal supplies from the other team all day.

There will only be two (2) players per team that will be able to actually carry the supplies. This will be designated by a color coded rope that must be carried by the player who is carrying the supplies. This rope signifies a backpack for carrying supplies.

This rope can be passed to any player at any time but must be in possession of the player carrying the supplies. Opposing teams cannot steal each other’s ropes. Supplies and props cannot be put inside tanks.

If one team steals another team’s supplies, and is carrying the rope, they must bring them back to their fort and put them in the supply dump area. They cannot hide the opposing team’s supplies in the woods. They cannot hide their own supplies either. If the opposing team’s supplies are kept in the fort’s supply dump all day, points will be scored. However, the supplies must be kept in the supply dump area of the fort to score points. If they are in any other area, no points are scored.

If a player is shot while carrying a supply, they must drop it right there. Only another team mate can come and pick it up if they have the rope. Walkers or the other human team cannot touch it. A teammate can pick it up and keep going, if they have the rope, or the other team can get it back at that point. This is the only time opposing teams can touch each other’s supplies when outside their forts.

Again, ropes cannot be stolen by the other team. Only the players carrying the rope can actually carry the stolen supplies. Ropes do not have to be dropped if the player is killed. Ropes can be passed to any player on the same team at any time.

Players do not need to carry a rope to carry their own supplies.

Supply dump checks will be done by the refs at various times during the day. All props will be counted for points. The last check will be right before the final battle starts.

Tanks

Two tanks are in play; one for each human team.

Tanks cannot carry props or supplies.

Tanks can only enter the field only if there is a gas can in the supply dump. This is true even at the start of the game.

Tanks can stay on the field as long as there is a gas can in the supply dump.

Both tanks are heavy tanks which means they can only be killed by designated AT or the other tank.

“Tank on tank” hits anywhere count as a kill.

AT can only kill from the back and from hitting one of the three targets on the sides. No other areas count for AT.

No satchel charges in this game!!

Tank Entry and respawn area are at Rick’s entry point Near DZ4 – (Normal NATO tank Entry) and the normal Warsaw tank entry/respawn for Negan.

Tanks must only be off the field for 5 minutes before respawning after a kill.

Other rules are the same as Command’s with the exception of the minimum barrel length on the main gun and the total number of guns allowed to shoot out of the tank.

There is no restriction to the main gun barrel length, but there can only be one main gun for rockets.

There is no limit to the number of paintball barrels that can shoot out of the tank.

Only “Rick” or “Negan” are allowed to exit or enter the tank while it is in play. If players inside the tank are shot when the door is opened, they are dead. If an AT rocket hits inside the tank while the door is open, the tank is out and all are dead.

AT and tank elimination.

There will be two AT on each human team.

The Walkers will not nave AT

Each AT person will have an AT card that must be punched by the tank walker after a tank kill. No card = no kill.

The AT player has 1 minute to claim their kill. AT players cannot be eliminated by anyone while claiming the kill or until they return to a safe position.

If the player approaches but has no card, or if no one claims the kill within one minute, that team will be assessed a 100 point penalty that will be called in to the producers. If the Walker team fired the nerf but they don’t claim it (no AT card), the person who fired the rocket will be taken out of the game and brought to the producer’s table.

The tank cannot be killed “again” while it is stopped awaiting the player to claim the hit. If the tank is declared “still in play”, the tank ref will call such and the tank will immediately be back in play. To be clear: additional nerf hits during the 1 minute window for the player to claim the hit do not count.

Tank Refueling

The gas can must be in the supply dump for the Tank to be on the field. If the gas can is stolen while the tank is on the field, the tank can stay on the field until it is out. It cannot return until the gas can is returned to the supply dump. The gas can will be reset to the original fort after lunch.

Radios

Humans and walkers can (and should) have radio communications.

Riot Shields

There are four riot shields per team – Yes even the Walkers have them just like in the show when they were in the prison, remember? The shields will already be in the forts when game starts. Any player can pick up any shield. When a player with a shield is killed, they must drop it in place. Anyone from any team can get it.

The shields will be reset by the game producers to the home forts after lunch.

Shields cannot be hidden and cannot come off the field.

Bonus points will be given at the end of the game for every shield returned to the supply dump at the home base at the end of the game.

The only people allowed to make their own custom shields are Rick, Negan, and the Zombie leader.

No other custom shields allowed!

The Infected

There are two (2) infected role players for each human team. These are not to be confused with the other role players that enter the field with missions for each team. These infected role players have been bitten by walkers at some point, but they have lied about it and want to keep fighting to the end, or until they turn. They don’t want to die or be killed!! They know if they tell anyone, they will immediately be killed. They will play for the human team as normal until a predetermined time for them to “Turn”. At that time, they instantly become “infected” and will begin feeding on humans for the rest of the day.

These “infected” will have a role playing card.

When they “Turn” everyone within 20 feet will be considered dead to avoid unsafe shooting. Please abide by this rule and don’t get mad when they turn and you are close to 20 feet away! Just call yourself out. The infected will not announce anything when they turn, and will try to infect as many people as they can by just walking up to players and quietly saying something like “I’m infected and you are out”. At some point, shooting will be unavoidable, and they can call out “I’m infected!” so everyone knows what is happening.

During the game (before they turn) they can be asked if they have been bitten, however, they DO NOT have to tell the truth.

These players will play just like any other player before they “turn”. There is no reason to believe they can’t be trusted to run missions or accomplish objectives…unless they “turn” in the middle of a mission.

After they turn, they can then kill anyone they can until they are shot in the head or torso.

When the walkers turn, they can kill by touching other players or by shooting them. After they have turned, they will play with the walkers for the rest of the day. Whenever they are killed, they will go to the respawn and get the proper color tape.

Morgan

Morgan will be roaming the field, starting at the ammo dump. He can only be killed by a shot to the head. Score points for a First Strike shot to the lens of his mask. Morgan will have a special card to give the player that shoots him in the lens with a first strike. No limit on this.

Trophy Props – Human teams only

There will be a trophy prop in each fort near the supply dump and at various places on the field. They will be set out during the lunch break. Trophy props are worth points at each supply dump check and if kept until the end of the game.

No props come off the field.

Walkers have no props and cannot touch props.

No props in tanks

The trophy props are:

Before Lunch –

Michonne’s sword –

Rick’s Hat –

Merrill’s severed hand –

Grenade from CDC –

After Lunch

Bob’s Leg –

The Governor’s eyepatch –

Hershel’s crutch –

Pistol with Maglite silencer –

Trivia head props

At the start of the game there will be two trivia heads on the field. After lunch, two more trivia heads will be out on the field. Each head will have a name on it. The players must know which heads belong to which team. There will be two heads total…one for Rick and one for Negan. If a player thinks they have the right head for their team, they need to take it back to the game producer to get the points. If it is the wrong head, the points will be deducted. Example: If the head says “Daryl” the player would know that that was a “Rick” head and would take it if he were on Rick’s team but leave it alone if he were on team Negan. Opposing teams cannot hide each other’s heads.

Trivia Questions

Both Base Refs have trivia questions (Bravo and Sim)

Each human team gets a chance to answer 5 questions each at the top of the hour.

Any player from each human team can answer questions for their team.

Refs

Refs will be all in the woods and at all forts in play where the supplies are located. There will be one ref inside each human fort where the flag and supply dump are located to keep track of points.

Walker Bomb

It’s BACK!! During the game, you will notice a white box truck driving around the field. Pay it no mind and don’t shoot it. It is just a prop. It can’t be killed or blown up.

At some point during the trucks journey, it will stop, and 1000 walkers carrying riot shields will jump out and start shooting while the truck driver takes the truck off the field. Game command will assemble the walkers and the truck driver for these attacks. These are not coordinated by the generals.

**Important, the truck containing the walkers cannot be blown up because it is just a prop. It comes right off the field when it drops off the walkers. Don’t shoot the truck!

POINTS Matrix

Supplies

Food Bag – 50 points – Located at Holiday

Water Jug– 50 points – Located at Hamburger

Ammo – 30 points – Located at Duckett

Medical – 30 points – Located at Rex

Gas Can – 10 points – Located at Alpha

Small props

Small food can – 10 points. Located at Holiday

Small water bottle – 20 points. Located at Hamburger

Small medicine bottle – 30 points. Located at Rex

Trophy props – 20 points each

Rick’s Hat –

The Governor’s eye patch

Michonne’s sword

Bob’s Leg

Merrill’s severed hand

Hershel’s crutch

Grenade from CDC

Pistol with maglite silencer

Others?

Trivia heads – 20 points each

Rick’s side head #Before Lunch

Rick’s side head #After Lunch

Negan’s side head #Before Lunch

Negan’s side head #After Lunch

Trivia Questions – 20 points each

Both Base Refs have trivia questions (Bravo and Sim)

Each human team gets a chance to answer 5 questions each at the top of the hour.

Any player from each human team can answer questions for their team.

Bonus points available

First Strike shot to the lens to kill Morgan – 25 points (no limit). Must get card from Morgan to claim hit.

Shields in the supply dump when we break for the Final Battle – 10 points / shield

Flags flipped by walkers

Subtract 20 points per flip. Only Walkers flip flags. Immediately flipped back by the base ref.

Missions – 50 points available per side per mission

Points earned for the mission card and objective making it back to the supply dump at the home base.

Survival Race Night Game , 30 min time limit

First team to reach the flag in Sim = 100 points

Each player still alive that makes it to the flag station in Sim = 20 points